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3dsmax fracture voronoi problem

Discussion in 'Formats & External Tools' started by saswilson, Mar 16, 2015.

  1. saswilson

    saswilson

    Joined:
    Jun 6, 2013
    Posts:
    44
    Hi,
    If I create a simple cube in 3dMax, use fracture voronoi to split it into several parts, then export it to unity, the preview of the asset looks fine but when I add it into the scene, it looks fragmented from the fracture. It's still the cube, but you can see how is made up from all the parts. Is there anything I can do so my cube looks to be in one piece?
     
  2. Fera_KM

    Fera_KM

    Joined:
    Nov 7, 2013
    Posts:
    307
    bring both the fractured cube and the unfractured cube into the unity project.
    Swap out the visible model the at the same time is suppose to break.
     
  3. kburkhart84

    kburkhart84

    Joined:
    Apr 28, 2012
    Posts:
    910
    I'm afraid Kemonono has your only good solution. The thing is that in some cases, the model would match up seamlessly in all the different parts. But depending on lighting and shaders(and texture filtering too), you can see that in more cases things don't match up perfectly.

    The reality is that it is probably a good thing to do this anyway. It may not make much difference, but I'm sure that the model that isn't broken has less polys, and so it is probably better to not use it except for when you need it. This also applies considering that all the insides don't need polys until the thing is fractrured, right? Another thing to consider, you might want to use the prefab system in Unity for this. You simply destroy the original cube, and place it with the fractured cube object at the same transform(position, rotation, scale). This way, you keep things nice and separate, with no need to worry about how to switch to a different mesh, or having different states in the scripts of a single object when it is better to just have a different object for this.
     
  4. saswilson

    saswilson

    Joined:
    Jun 6, 2013
    Posts:
    44
    Yes thanks to both of you for your help. This is exactly what I've just done and yes it's probably the best solution anyway with the poly count. Just curious though, I know you mentioned the lighting and shaders used, but could it just be down to the uv's?
     
  5. kburkhart84

    kburkhart84

    Joined:
    Apr 28, 2012
    Posts:
    910
    Honestly, I'm not sure if it could be just the UVs or not. I've heard about issues with UVs being pixel perfect having something to do with it, but I'm not sure if fixing that would fix the problem, or if you would still have an issue considering the lighting, etc... By pixel perfect, I'm meaning that if you had an 8 by 8 texture(really small, just to show what I mean), then a UV had to be a multiple of 1/8th, as in 0, 0.125, 0.25, 0.375, etc... in order for any UV to fall exactly on a pixel. Maybe this would help.